Jump to content

HarvesteR

Members
  • Posts

    3,542
  • Joined

Everything posted by HarvesteR

  1. This thread just made me very happy. One of the main concerns I had when the game was still unpublished, was that the mechanics of space flight would be too unintuitive and complicated and require players to go through too steep a learning curve. The plan here is that the game will do a lot of math, so you don\'t have to. I\'m very happy to hear that people don\'t need to do any math anymore to go places. That means the plan is working. @OP: A Flight Planning system is exactly what we are going to work on for the next update. You\'ll be able to create maneuvers on the map view, and see the changes they make to the orbits, before actually executing them. With that, learning the ropes of space flight should hopefully be much more intuitive, as you\'ll be able to learn by experimenting, without risking any failure... That is, until you actually get to flying the planned flight. BTW, I\'m not a physics major either. I majored in Game Design, and never took a calculus class in my life. Whoever said Wikipedia is bad for learning was lying. Cheers
  2. Well, yes and no. If we split both intakes and nozzles from the engines, the engines themselves won\'t mean much anymore. What we want to do is later add a tweakable property to air-breathing engines, so you can change its nozzle for different operating conditions and flight envelopes. But the nozzle itself will always be part of the engine. The intakes are split from the engines though, because being able to place them anywhere gives you a lot of design freedom. The air \'ducts\' are implied. This was an area where we felt that creative freedom was more important than realism. If you want to make airliner-style turbines, you can, but if you want to have MIG-like intakes, that\'s possible also. Cheers
  3. Non-plugin-based part mods are probably fine, but we can\'t guarantee that plugin mods will work on the new version. There have been too many changes to the code base here for us to be able to keep it backwards-compatible. Some plugins have been proven to work though, but others might have become incompatible. Cheers
  4. Right now, these and the intakes are merely decorative. They will have a purpose soon though, the plan is to make air-breathing engines require intakes to work, and you\'ll need to choose the right intake for the right job. Some will be good for low-altitude, high efficiency flight, others will be good for supersonic flight at extreme altitudes. The intakes on a turbine engine are really important. Look at the SR-71 and its peculiar shockwave-reducing intake spike, for instance. Cheers
  5. Well, we wanted to make it possible to play with the new Patched Conics and see it working as it should, and with only Kerbin and the Mun on the solar system, the patched conics wouldn\'t be of much use. Also, it should be a nice training ground for interplanetary flights, since the Kerbin-Mun-Minmus system works as a scaled down solar system. Cheers
  6. Hi, I\'m very pleased to announce that the 0.15 update of KSP is now officially released! You can get it at the KSP Store. This update adds these features to the game, among several others: * The Spaceplane Hangar Facility: A new construction building where you build horizontally. * A new Runway Facility, where you launch the things you build in the Spaceplane Hangar. * A new Patched Conics display on the Map View, shows your trajectory as you move into and out of the SOI of planets and moons. * A lot of new parts, including air-breathing jet engines and deployable, animated landing gear. * A new mod creation toolkit, allowing for animated part mods, normal mapped part models, and several other improvements. * A new, far-flung little moon around Kerbin, called Minmus. * Many bug fixes and tweaks. The full changelog can be seen here. Happy Launchings! Cheers
  7. A Munolith needs to be on the Mun to make sense. Given that there are similar objects at Kerbin as well, I\'d say they\'re regular monoliths. Cheers
  8. Aye, it\'s a monolith. Cheers
  9. We discovered a few months ago that our download counter was failing on some situations, and the count was inaccurate. That meant we couldn\'t use it anymore as a measure for anything really. Add to that the fact that there many mirrors of the demo download, and the download count becomes a truly meaningless number. We\'ve been keeping track of other statistics now. Most frequently,I go by the number of registered forum members. It\'s not a true count of the number of players, but it does give a nice indication of how KSP has grown over time. We are currently at 24,700 members, IIRC, which is really good, considering we were topping the 10,000 member mark on October last year. We\'ve more than doubled in community size in six months. I\'m very happy about that. Cheers
  10. I\'m unstickying this post and some others, because we have way too many sticky posts now, there\'s almost no room for the regular posts. Cheers
  11. Hi, Just wanted to share with everyone, Destructoid did a new review of KSP: http://www.destructoid.com/revisiting-the-kerbal-space-program-224625.phtml Cheers
  12. Hi, Just wanted to let everyone know, I\'m going on a short break during this week and the next. Time for some very much needed R&R. 8) Most of the other guys are also going to be out from Thursday to next Monday because of the holiday and all, but I\'m only going to be back later on next week, so, see you all then! Cheers
  13. I think if you wanna go big, you should find the rocketry club nearest you and join it. Those guys are the experts, and they will be able to guide you into larger projects ( and get clearance to launch them and all that ) Cheers
  14. My iPad... Well it\'s a pretty large diamond now, I should be able to get a new one, and a small country or two Cheers
  15. This will only still work now if the part gets activated in the same stage as its decoupler. Like what the chutes on SRBs do. Cheers
  16. Wow, I\'m amazed that still existed! That\'s no April fool\'s gag there, it\'s the real deal. I had completely forgotten about that 'log' though. I guess those ideas were stored in a pretty deep place in my brain. And yeah it was just over 10 years ago. We were 17 at the time. Lots of free time Awesome find there!! Cheers
  17. Hi, Just wanted to let everyone know, we\'ve temporarily disabled forum attachments, in order to carry out the move to the new server (we are moving to a larger one because the one we have can\'t handle the traffic anymore). So to not require a complete shutdown of the forum, we\'ve disabled any new attachments for the time being, until the move is complete. That should hopefully happen on Monday. We apologize for any inconvenience this may cause, and thank you for your understanding. Cheers
  18. Hi, I have good news to share today. We now have a new member on our dev team. I think most of you already know him. He goes by the name of C7Studios on the forums. So give a warm welcome to Chad 'C7' Jenkins, our newest KSP dev! Cheers
  19. Yep, it should be possible to map up to 4 devices. Cheers
  20. I do believe that was the original intention behind the KSC-on-the-Mun, but it kind of breaks the idea of you being able to build your own surface bases... It would make very little sense if there were a base on the Mun already, when Kerbal space technology at first is barely able to clear the atmosphere. Cheers
  21. Hi, I\'m very happy to announce that, after quite a long time hunting down issues, the 0.14.2 update is now officially released. This update adds a feature that didn\'t quite make it to the original 0.14.0 release: A completely overhauled Terrain Engine. Also, it fixes a ton of bugs with persistence and the patcher system. You can see the changelog here. Happy Launchings! Cheers
  22. I think he meant that with a non-persistent game, the Mun is always at the same position in relation to Kerbin when you start a new flight, making it pretty easy to create a works-every-time flight plan to the Mun. On the persistent game though, time is passing, and the Mun will be somewhere else when you launch. Although, nothing stops you from sitting on the pad, and time-warping until the Mun is 'in position' again. And just to correct the terminology here, \'tidal lock\' is what we call a celestial body that always presents the same face to the central body, there is no real term for a moon that always begins at the same spot, because that sort of thing really doesn\'t happen too much in real life Cheers
  23. Yeah, the server threw a fit on us a few moments ago... We got on the phone with our web host support, and it\'s back up now. (And hopefully it will stay like that). Looks like it was on their end. Cheers
  24. Indeed, a very large THANK YOU is in order. And also, thanks for the really nice review! :thumbup: Oh, and last but not least, welcome to the Community! Cheers
  25. Here\'s my evil lair command bridge: I call it BigRigMk7 Cheers
×
×
  • Create New...